Weird confession: I’ve been a public-transit user all my life, and now that I haven’t had a commute in over six months – I kind of miss it? Despite the fact that What the Bus? presents public transit commuting (accurately, at least by my experience living in LA!) as a surrealistic nightmare of mysterious delays, interminable transfers, and subterranean disorientation, I sank into it like a warm blanket, partially because it was scratching an itch I didn’t know I had. Again and again I smiled in fond recognition at things that are, objectively, awful:
“You follow signs for the Blue Line through a long tunnel, up a flight of stairs, down a shorter flight of stairs, up another flight of stairs, through some sort of central lobby with an insane number of passages branching off of it, and then down a hallway that you feel like has one too many right turns.”
Yup, I’ve transferred from the 1 to the A-C-E in New York by going through that awful Times Square to Port Authority tunnel, this is exactly right.
“The train is packed, other than one conspicuously empty seat, which you avoid.”
This is obviously correct behavior.
After complaining to a friend about delays:
“Yeah, I hate that, Chris replies. Especially when it’s due to an unspecified emergency or the existence of seasons. Those are the worst.”
Indeed, who at a transit agency could have ever predicted seasons!
Admittedly, there’s not much to the game besides navigating the Kafkaesque labyrinth in search of the ten endings, which are helpfully tracked for you – though I like to think the fact that I got to my office successfully on my second try indicates that real-life skill with public transit translates. But there’s plenty to enjoy along each of the branches, and the “Back” button at the bottom of each passage makes it easy to check out other paths. And now that I’ve played What the Bus?, I think I miss my commute a little less!
The Wayward Story lives up to its title – this is a narrative-driven piece of IF that wends through a bunch of different characters, settings, times, and even genres. There is an overall structure that unifies the whole, but ultimately I think it plays its cards a little too close to the vest. Players who do the work to make the puzzle pieces fit will experience a satisfying click, but I can’t help wishing TWS did a little more to invite the needed effort.
It’s tough to talk about the game without going into a little bit of detail on at least the structure of the game, so expect some light spoilers from here on out (I’ll still spoiler-block anything major). Briefly, there are three major types of scenes: first, there’s the core thread of the game, which follows an isolated loner who falls asleep while watching TV and then finds himself in a strange, dark castle. Then while exploring, he’s drawn into three scenes, each set in a different genre of escapist fiction (post-apocalyptic, fantasy, Indiana Jones-style adventure) – these are the gamiest parts of the piece. And finally there are a series of vignettes set in the real world, at varying points in time and with different viewpoint characters.
There are a variety of linkages between all these different parts, some of which are clearer than others, and working through them is where the real meat of the game lies, since there aren’t really challenges or puzzles in the traditional sense. In each of the three genre-y scenes, you’re given a single clear task or direction, but it’s simple enough to follow directions to reach the end. However, each of them also has an optional alternate path. In retrospect it’s clear these are moral choices, and the game responds accordingly, but one of my quibbles with TWS is that some of them are very easy to overlook (the one in the post-apocalyptic scenario is straightforward enough, but the desert one requires what may be a tricky leak of logic, and whether or not you even notice that there’s a choice at all in the fantasy vignette turns on whether you explore off the beaten path when there’s reason not to do so).
There’s nothing wrong with hiding some pieces of a story, but here I think there are a few design decisions that compound the risks that some players will miss out on what’s really going on. First, depending on what choices you make in the three game-y scenes, you appear to either get different real-world vignettes, or none at all. Second, there’s a fake-out that I think is too effective (Spoiler - click to show)(after you reach the end, the game appears to restart – you need to keep playing and see what’s changed to get to the real ending, but there aren’t immediate indications that this is intended and not a bug so it’d be easy to assume you’ve reached the end and it’s time to quit). If a player starts poking around and gets to some of the harder-to-find bits, I think they’re more likely to be hooked and keep exploring to try to fully understand what’s happening – but if they don’t, I’m not sure they’d even notice that there’s stuff they’re missing.
This is a shame because there’s a lot to like here. The writing isn’t overwrought, but it conveys the main character’s isolation effectively through some simple but smart tricks: for example, the apartment where the game begins has its furniture described with each piece broken out on its own line, and called out as being empty, or standing alone. Effort is made to make sure the narrative voice is distinct for each of the various characters, and while this sometimes leads to overcorrection – I found the tone in the first vignette, where you play as Jack, a bit over-the-top – in general it works. Different scenes also use color to create or shift the mood, which worked well for me, as well as helping make the structure clearer. The text is close to typo-free, and the parser is implemented well as far as I can tell, though again, as a beta tester, that’s hard for me to really assess. Overall TWS is very much worth playing – it just takes a little bit of work to get to what’s good about it.
(I beta tested this game)
It’s an iron law of comedy that nothing’s as funny the second time around (leaving aside things like the Simpsons rake gag where repetition is the point). It’s still fun to see the punch lines form up and get ready to arrive, and a solid joke is a solid joke no matter whether it’s your first time seeing it, but robbed of the surprise, it’s just never going to land the same way. Why, then, did I find myself giggling when I just replayed Vampire Ltd, despite having run through it two or three times while testing it? Partially I’m sure it’s my sieve-like brain – it has been a couple months since the testing – and there are definitely a few new gags since then, but mostly it’s that the writing has bite.
Pleasantly, this isn’t a matter of individual jokey bits coming at the expense of a consistent, well-realized world, nor is it a case of funny writing making up for wonky design or buggy implementation. The humor comes straight out of the premise and characters, so before I get to the fun part of highlighting some of the bits that made me laugh the hardest, let’s get the setup out of the way.
We’re in a revenge-cum-corporate-espionage caper, with the vampire main character hell-bent on getting back at their former mentor, who’s now running a green-energy company. Vampires, as it turns out, have set their sights higher than just sucking the blood out of humanity one at a time, and now scale the loftiest heights of capitalism (and in the game!) The player character, however, is a bit of a failure (“Just because of a handful of failed startups and lawsuits and bankruptcies?”, he asks himself incredulously, and looking at the state of American politics at least it’s hard to fault him), and so decides to infiltrate his rival’s corporate campus looking to wreck and/or steal the new energy breakthrough (it is not exactly a well-laid plan).
This kicks off a series of gentle puzzles, all of which are well-clued, with one great gag that’s also completely logical thrown in there (Spoiler - click to show)(the bit with the grapes). A particularly clever touch is that as you go about the early stages of the game – acing your interview for a customer-service job, gaining access to all corners of the corporate campus, guessing an idiot’s computer password – it teaches you about the weaknesses vampires have in this setting. They’re almost but not exactly the same as what’s in traditional vampire law, but it’s especially handy to have all of these reminders before the inevitable confrontation with your rival. And implementation is rock-solid throughout, with nary an unimplemented bit of scenery or overlooked synonym. My favorite example is what happens if you try to drink the blood-bag you’ve brought along as a snack in the first scene, where you’re amidst the crowd watching a press conference – after you write BITE BAG, the game spits out “(first turning discreetly away from the audience)” before describing your nosh. That’s an awesome bit of attention to detail, plus gains additional kudos for using the word “discreetly” correctly, which basically never happens in video games!
All this means that the writing is given the support it needs to shine. The humor is really all about how much capitalism, er, sucks, but it doesn’t rest on that perhaps too-easy premise and goes the extra mile with sharp, specific jokes. The entire job interview is a highlight – turns out answering that “what’s your greatest weakness?” question is more complex if you’re a vampire! – but even the throwaway gags are great. There are a set of construction workers early on, and if you try to talk to them, the main character rebuffs you, saying “you don’t like being outnumbered by labour.” The janitor on anti-vampire strike was another highlight, explaining her protest this way:
“It’s against vampires. Especially our guy in charge. It’s against vampiric systems. It’s against the exploitation of labour on long hours and low pay. It’s for changes at the highest level for Lunarcel and every other company which lines its own pockets at the expense of workers. It’s for radical new ways of being which aren’t built on blood and toil.” (You don’t like this woman.)
There are maybe one or two places where the prose could be pared down a little (the job interview scene is great, but the responses to the joke answers are maybe 20% longer than they need to be). But in general the writing’s got snap. I mean, here’s the villain of the piece crowing about his great invention: “Oh, some of the staff carped at me about inefficiency, and how hard it is to safely contain a nuclear explosion, and how it shouldn’t have a window.”
All in all, Vampire Ltd has it where it counts – ulp, I’ve just been informed I’ve exceeded my vampire-joke quota and this review is now over. Sorry folks!
This is a hard review to write – both because my transcript didn’t wind up getting saved so I’m bereft of notes, and because my take on the game shifted a fair bit over the course of my time with it, and I’m having a hard time reconciling my views. If you’d asked me an hour in, I’d have said Vain Empires was a commanding Comp front-runner, with clever puzzles that lead to lots of self-satisfied “aha” moments, an archly funny tone, and a diamond-bright polish on its implementation. By the time I finished – which was about two hours later, after I’d locked in my score – though, some of the bloom had come off each of those roses. The first half is legitimately great, and it was compelling enough to keep me playing after the two-hour cutoff despite 70-odd more games still waiting for me, so I don’t mean to undercut what’s a significant achievement, but I think some of the late-game missteps are worth drawing out too.
Let’s lead with the good, of which there’s rather a smorgasbord. The conceit is that the player is an incorporeal demon, a lawyer-spy on the front lines of a supernatural Cold War who’s been tasked with cleaning up some codebooks from a spy-post that’s been compromised by their angelic opposite-numbers. Said codebooks are all hidden in spiritually-inviolable containers, requiring the demon to enlist various humans to its cause, by judicious use of an intention-planting mechanic that’s inspired (with attribution) by Andrew Plotkin’s Delightful Wallpaper.
To give a (made-up so as not to spoil any puzzles) example: say you’d discovered that one of the codebooks was hidden in a closed piano, but the piano player has the DRINK intent and is just pounding down cocktails instead of doing their job. You might nip out to the sidewalk, see a child chalking hopscotch squares in the sidewalk, and take the PLAY intent from them. One GIVE PLAY TO PIANIST later, you’d have solved the puzzle.
This is just a simple example, but the puzzles even from the off are significantly more complex than this. Most involve manipulating the intentions of two or more characters, out of a list that starts around half a dozen and soon grows even larger. The second major segment adds an additional complexity (mechanical spoiler: (Spoiler - click to show)adverbs), and timing and sequencing are critical, and so while the concept is simple, there’s a lot of satisfaction in looking through your tool-belt and figuring out how to best manipulate the sheep, er, humans, around you. The game also does a good job of keeping each codebook puzzle relatively self-contained – while there are ultimately a fair number to find (one I think is optional), they’re segmented into three major sections, and within each section you can generally solve in any order you like, with the humans you need for a particular puzzle clearly grouped around the codebook you’re going for.
The puzzles are definitely the main draw here, but the writing and implementation are highlights too. The protagonist has a devilishly sly voice (go figure), intent on its mission while taking time to comment on the incomprehensible foibles of the humans it observes. The metaphysical Cold War idea is not fully novel, but it’s a spry premise that makes good sense of the gameplay, and the authors offer some clever repurposings of supernatural tropes into the new spy-thriller idiom (Spoiler - click to show)(using the bell, book, and candle as a direct line to a hellish Q knock-off was an especially fun touch). The mundane setting – a glamorous hotel and casino – is described with just the right amount of detail, and the implementation is as smooth as butter. You can be sure just about everything mentioned in a room description will be available to examine, without drowning the scene in detail; and there are some nice implementation touches, like the way the game limits the combinatorial explosion inherent in the mechanics by saying that some intents only impact a human “vaguely”, implying that this isn’t a fruitful avenue to pursue. There’s also a gorgeous blueprint map always visible on the top of the screen, which helps make sense of the fairly large world.
If I’d stopped after the hour and a half that’s listed on the tin – I think about the time I finished the second of the main segments – that would be all she wrote, and I’d have stamped “MODERN CLASSIC” upon its brow and we’d be done. Sad to say, there’s a lot of game after that second segment – a full third area, then a transitional escalation sequence, before a multi-part finale. And here, things don’t feel quite as polished. On a prosaic level, that’s because I suddenly started seeing some typos and missing scenery, which earlier had been notable by their absence (for the typos; for the scenery I suppose notable for the absence of their absence?)
But the plot also takes a turn for the more earnest and raises the stakes, in a way that didn’t feel particularly well-aligned with what had come before (Spoiler - click to show)(if there was a major arms agreement happening in the hotel, wouldn’t there have been some sign of that in the hotel and casino areas, or some mention made before arriving there – or even some relationship to the boring trade deal that you actually wind up engaging with in the third segment, which seems a weird thing to be doing on the sidelines of something like this? And isn’t it awfully coincidental that the compromised demonic spy-den also just happens to be the site of said conference?). Plausibility is one thing, but this also shifts the tone: instead of a cynical, omnicompetent operative, the protagonist becomes a self-righteous hero (Spoiler - click to show)trying to preserve a delicate détente against Heavenly adventurism. Again, this feels like a left (or rather, right) turn from what’s come before, and is less fun and funny to boot.
All of this would be forgivable but for the way the puzzles tip over into overcomplexity. Whereas most of the puzzles in the previous sections have clear, physical goals that you can achieve by manipulating two or at most three characters, the puzzles in this next section were an order of magnitude more challenging. Partially this is just the accretion of intents – these aren’t used up as you go, so by the end you’ve got a huge inventory to juggle. While in the early going, punny or non-obvious interpretations of intents led to some fun moments of lateral thinking, in the late stage they become de rigueur, which made me resort to rote trial and error (for a flavor of this, (Spoiler - click to show)giving OPEN to a diplomat leads them to want to start negotiations, while EXPLORE makes them want to simplify the language of a potential trade deal by looking at different wording options). Combined with the added system I mentioned above, this means the player is often staring at a giant toolbox and not sure what any of it will do.
The situations themselves also become less concrete (Spoiler - click to show)(such as concluding a three-party trade deal or sabotaging a diplomat’s speech), and the descriptive text setting up what’s happening in each also starts to get less useful (Spoiler - click to show)(I still don’t really know how the briefcase made it onto the chandelier, or why OPEN and FOLD are used to start and stop the speechwriter’s radio feed). By the end, I was using the hints copiously – and even then got stuck on one of the finale puzzles for half an hour because I wasn’t sure exactly how to do what it was saying (there’s no walkthrough, just the hints). It doesn’t help that the finale also feels like it goes on too long: twice, I solved what I was sure was the final puzzle, only to groan when it only opened up another, even bigger, puzzle.
I don’t like wrapping up my review with grousing, since Vain Empires at its best is very very good indeed, and it stays at its best for a long time. And even when it hits the weaker final part, I’d still say it’s quite good! But it’s hard to avoid feeling like there was a missed opportunity here, and that with some judicious cuts and tightening this’d be one for the record books. My advice? Walk away after finishing the hotel segment, vanishing into the air like all good spies should (and await, perhaps, a post-Comp release that brings the latter sections to the same high polish as the first).
Friends, I have a confession. I have now played two Andrew Schultz games (this one and Very Vile Fairy File from last year), and they both have the same effect on me: as I stare at the words on the screen to try to make sense of them and respond in kind, my vision starts to swim, I begin to babble, language dissolves as words themselves decay into meaningless nonsense-sounds, and I feel the cold immensity of a vast, amoral universe that cares nothing for humanity and our feeble attempts to apprehend it through logic, mathematics, and language. Great Cthulhu can do his worst and Yog-Sothoth can get in line: I have played Under They Thunder, so all your threats are empty.
If the title doesn’t give it away, the central gimmick of Under They Thunder is pig Latin: the player character embarks on an epic adventure to help a big-box retailer defeat an angry monster-fae army (I think? See above, my sanity as I took my notes was questionable), all through the power of inverting a word and adding a friendly “ay!” syllable to the end. There are relatively-simple fill-in-the-blank puzzles where you need to take the prompting of the name of an object or location and de-piggify it, guess-the-noun puzzles where given a certain pattern of phonemes, you need to run through all the options you can think of, and a set of more traditional puzzles where you need to read a particular book (or, I think, hum a particular tune) to teach you the lessons, or put you in the mood, needed to see off an overbearing interloper.
I should say, I can tell this is a very well-crafted game – both because it’s huge, with the central puzzle mechanic run through its paces and ramified in every way imaginable (each language puzzle seems to be worth a point, and there are 144 of them!) and because there are a thoughtful set of helper gadgets, hint features, and speedrun options that try to meet every player where they are at. This is a game for a very specific audience, but the author also provides every possible on-ramp to help you figure out whether you might be part of that audience and just don’t know it yet.
This is commendable, and I totally can intellectually see the appeal, but it just doesn’t work for me. My mind doesn’t bend the right way to make the puzzles comprehensible, and privileging wordplay over the merest sop to mimesis (do we still talk about mimesis?) takes me out of the world because the whole thing feels like chaos. I got maybe five percent of the way in under my own steam, looked to the walkthrough to eke out a couple of additional points, then used the fast-forward options to zoom to the end, though unsurprisingly didn’t find the finale especially edifying given all I missed.
By all means, give this one a try – Under They Thunder wants you to like it, it’ll invite you right in – just don’t be surprised if your brains are running out your ears before too long.
Ulterior Spirits has a lot going for it. There’s a well-realized setting that certainly takes inspiration from things we’ve seen before (Mass Effect is name-checked in the blurb), but has some nice bits of world-building all its own. The protagonist is immediately engaging, a middle-aged bureaucrat and mother who’s haunted by her actions in the past and her prejudices in the present. And there’s an unexpected framing around Christmas, foregrounding family, forgiveness, and generosity, which are not typical themes for something with these sorts of genre trappings. On the other side of the ledger, there are some UI and pacing issues that make the game feel longer and slower than would be ideal, and before the ending sequence, the choices on offer aren’t very interesting either in terms of revealing character or impacting the plot. This is still one to play, but unfortunately I did feel like I was ready for it to end a good fifteen or so minutes before it finally wrapped up.
My favorite thing about US was getting to play as Renee Bennion. A high-ranking functionary in a multi-species coalition government, she’s dedicated to her job, quick on her feet, and is a loving though occasionally exasperated mother to a twenty-something son. She also has a fun rapport with her old commanding officer -- the vibe is friendly but still with a note of deference -- who’s also got a position on the space station where the story takes place. As the plot kicks into gear and she realizes she’s the target of a plot by an old enemy, you get a sense of who she used to be when she was her son’s age, and how hard to rattle she is in the present. She’s drawn with real flaws, too – notably, some ugly prejudices about other species – making her a well-realized protagonist.
The universe she inhabits again isn’t the world’s most original, but it does have some clever touches. Though this is a bit underdeveloped, one of the primary alien races in the setting appears to archive entire dynasties’ worth of identities and memories in each individual, and the details about how human traditions like the holiday season have been translated into a post-alien-contact context are well thought through. There are hover-over hyperlinks that demystify some of the technobabble, though I found myself wishing they’d have focused on different pieces of the setting – I feel like there were a whole lot that went into detail on the timekeeping systems used on-station, but comparatively few on the culture and background of the various alien races.
The central plot, once it kicks in, is solid enough, but my main complaint, as mentioned above, is the pacing. Renee is being pursued by agents of a long-dead adversary, with threatening messages and recordings of her past being sent to her, and unsavory characters skulking around the dark corners of the station. To determine what’s going on, she consults with station security and old friends, while still trying to go about her day job of setting trade policy for the coalition. This is a strong structure, but it takes a while to get going, and most of the sequences go about how you’d expect but with maybe 20% more words than would be ideal, with few surprises in store for the middle part of the game. Exacerbating this, few of the choices here seem like they have much of an impact.
The interface is partly to blame too – while it’s very pretty, it was slow on my machine, and each paragraph of text fades in one at a time, meaning I was often impatiently waiting to click my way through to the next bit. I also ran into a couple of small niggles that might be bugs, though they’re from late in the game (Spoiler - click to show) (after I finished the climactic conversation with my old enemy, a security team burst into my room, as though I’d been locked in and they were worried for my safety, though nothing like this had previously been mentioned as far as I could tell. And after making the heartwarming war-orphan donation, the text made a note that my extra supply-points were now zero, but the interface display still showed me as having 700-odd. Since these are never otherwise used in the game, it’s odd to include that detail on every screen, then not update it the one time it’s relevant, so I assume that’s a bug)..
All told I think Ulterior Spirits is one editing pass away from being something really special – with some tighter prose, a speedier interface, and tweaks to one or two aspects of the storytelling (Spoiler - click to show)(I thought the decision to never show the actual conflict with Ruuaghri in any of the copious flashbacks was a misstep – we never get a visceral sense of Renee’s hatred and fear of her, which undermines the intensity of the final conversation, and means there isn’t a contrast to draw with the old, decrepit person she’s become) this would be great. As it is, it’s still a really strong comp entry, which delivers some real sentiment and an internally-focused, character-driven story in a genre that doesn’t typically prioritize those things.
This is the second game from this author in the Comp, after The Pinecone, and it shares a bunch of similarities: it’s written with a real literary flourish, it’s got a very appealing presentation, it’s adapted from a pre-existing piece of static fiction, the central action is surreal, and it’s more hypertext-based than choice-based. We’ll get back to all of that in a minute, but meantime what I’m really wondering is whether the author has just like a giant stack of flash-fiction about conical plant-matter. Will next year see The Bell Pepper, The Cyprus Tree, and The Top-Heavy Carrot? Inquiring minds want to know.
Anyway that wouldn’t necessarily be a bad thing, since I’ve enjoyed both contributions to this year’s Comp, though in a reverse of how nice they’d be to eat I liked Turnip much less than Pinecone. The strong points are pretty similar in both – the fonts and colors really are lovely to look at, and the writing continues to be really well-considered, with the short length allowing for a huge amount of craft per square inch of text.
The downsides are bigger here, though. While this one has a dog (point: Turnip), the protagonist’s world and job are odd and alienating, with the weird focus on deer-meat and the business with the holes – and the crazy description of your neighbor:
"Today is the day that your neighbor’s balance between vision and myopia finally tilts towards oblivion. As of midday, the whole world is a swirling, colorful omelet. She sees what seems to be a slice of ham wobbling beside a burnt piece of toast, but can’t distinguish hallucination from garbled reality just yet. She will need to call a doctor."
This is well-written, but is disconnected from the main thrust of the story and is I thought a bit too silly. Anyway, all this oddness means the turnip seems less strange when it invades this already-weird status quo – a shame because obscurely threatening vegetables are a good trope (did someone ask about a pickle?)
The game is also less responsive than the Pinecone, I thought – where that game had two different places where you could make choices and see a slightly different result, the Turnip really only had like half a dozen opportunities to click some text and get more detail, before going back to the linear trunk of the story. All told this means I didn’t find the game all that engaging, though I enjoyed the O Henry-ish button at the end. Definitely include a dog in next year’s The Coconut But It’s Sort of Mashed Up All Weird So It Looks Like A Cone If You Squint At It, though.
As I was typing out the title of this game, I kept wanting to tag an Extreme onto the end. Try it: Turbo Chest Hair Massacre Extreme. Possibly with an exclamation point, though that’s a risky move. I don’t think this impulse stems from an actual shortcoming in the existing title – now that I reflect, the Extreme sort of fluffs up the rhythm – but rather from feeling like what we’ve got, sublime and exciting as it is, doesn’t fully communicate how bonkers things get in this game. After taking the last couple entries to task for being underdeveloped, I am happy to report that TCHM uh does not suffer from that problem – it is a lot despite the one-hour playtime estimate being completely correct. While I can’t say I fully understand why everything that’s crammed into it is there, and there were a few implementation niggles that keep the game from being a perfectly smooth experience, the central puzzle of the game has the potential to spiral into incredible heights of farce, and the ending is just – I mean I want to say “sublime” though that doesn’t get across how incredibly filthy it is, too (in a good way!)
I thought I knew what TCHM was about after reading the blurb, but friends, I must confess that I was not at all prepared. Rest of the premise discussed in fuzzy-text: (Spoiler - click to show)so yes, we need to perform a bit of depilatory self-maintenance before a hot date, but Theo, the player character, is not just a happy-go-lucky gal with a job in I dunno like publishing or something. Her apartment, which doubles as her place of employment, is also a sort of extradimensional listening post, and her roommate and partner in crime is a dirty-minded android named Marigold – and pretty quickly you get the ability to swap between the two characters at will, which dramatically changes how the apartment is described and what items are most obvious. Then – OK, spoilers are getting real here – after Theo leaves for her date, the listening post detects an extradimensional invader coming through a rift in the basement, and the finale (note: this is emphatically not the climax) involves desperately fighting off this invisible, seemingly-invulnerable entity.
We’ll return to that premise in a bit, but let’s dwell for a while on the mechanics of hair removal. The business of the main part of the game is to figure out how to get rid of that pesky bit of chest hair, and it satisfies this brief quite well. The apartment is a good size, with a pretty high density of objects but clear indications of what’s important and what’s probably a red herring, with some items occupying the fuzzy in-between and helping set up some of the more fun puzzles. There’s also a good balance in having a good number of potential ways to get rid of the hair (spoiler: most of them will not work), but not too many, by cutting off solutions that would be repetitive. There are a lot of sharp objects in the apartment, for example, but you only need to try the cutting/shaving option with one knife before moving on to other candidates. And there’s a good mix of straightforward ideas and increasingly-baroque ones that lend themselves nicely to farcical escalation – though if you’re a boring killjoy [raises hand], it’s also not that hard to hang back until you figure out the real solution.
There’s a lot to fiddle with in the apartment, including your roommate Marigold, who’s also sometimes a viewpoint character. The writing is sharp and has lots of little jokes and bits of worldbuilding embedded in descriptions, so it’s really rewarding to poke around and explore – critical in a game that’s, after all, set in a mostly-normal apartment. You can play dress-up with Theo’s big-but-not-too-big wardrobe, and the substantial differences between how she sees the world and Marigold’s view of thing means I was happy to poke through everything twice. And there are responses for senses beyond sight, which I always appreciate – some of the most rewarding results come from trying to SMELL stuff (and in the game!) Between the writing and the puzzles TCHM is a rich meal that doesn’t leave you overstuffed.
The parser is well-implemented and handles this all quite cleanly, with a few small exceptions: there’s a shower rack that’s described as being empty in one paragraph, then lists the half-dozen items resting on it. And I found that most plural-named objects had to be referred to as IT, rather than THEM. I did struggle a bit with verbs in places, but I think that’s down to me rather than the game – you see, TCHM uses, er, USE for most of its object interactions, which will just never feel natural to me in a parser game no matter how intuitive it probably is to most players. Alternate verbs do appear to work for most actions, but there were a few places where things felt like they broke down (I’m thinking especially of (Spoiler - click to show)trying to jury-rig the vacuum, where I had the right idea but things like PUT FUNNEL ON HOSE didn’t work)). I also found that there were a few places where USE didn’t seem to work (including a high-stakes moment, when (Spoiler - click to show)USE YOGURT ON INTRUDER doesn't do the job). So I dunno, I’m not well positioned to offer advice on how to use USE, but I wonder whether it might make sense to just commit to it and make it work for all actions rather than taking this hybrid approach, though I think I personally wouldn’t like it as much.
I’m going back to the spoiler-text to discuss the ending – honestly this might have been the single highest point of the entire Comp for me, so you should definitely experience it for yourself! (Spoiler - click to show)I’m not sure I really needed the segment where Marigold disposes of the alien intruder – it’s not really a tonal mismatch because it’s in keeping with the zaniness of the piece, and I definitely enjoyed an excuse to spend more time in Marigold’s head. But after spending an hour trying to figure out how to solve Theo’s follicular challenge, I wanted to see how the date was going to go, and shifting to Marigold felt a bit anticlimactic. I also think the delay before the listening post pings is probably a bit too long – I think examining doesn’t cause time to advance, which is generally a good idea, but that convenience means you can spend a long time looking at stuff in one of the object-rich rooms without any idea of what you’re supposed to be doing. The final puzzle itself led to an aha moment, so I liked that. But still, I was disappointed by this sequence – until it ended, Marigold broke down, and I experienced the most raunchy cooling-fan replacement in human history. Ye gods, this climax is a tour de force – the way the writing is both a completely straight explanation of how a machine functions, and an incredibly debauched piece of pornography, is a masterful trick that more than justifies the endgame sequence.
This one was not what I expected. Based on the overenthusiastic title punctuation, the bright, pop-art cover, and the listed genre, I went into TMMEWaD ready for over-the-top zaniness. That’s not at all what’s on offer here, though – the game is actually very grounded, basically a relationship-driven slice of life story both in terms of its main concerns and its pacing. Even leaving aside my mismatched expectations, I’m not convinced it fully works, but I found it very pleasant to play through, and really liked the way it delved into some concerns rather far afield from the typical meat-and-potatoes of interactive fiction.
So we’re dealing here with two protagonists (or maybe a protagonist and her antagonist)? You alternate between playing Lightbearer, a duly-licensed heroine protecting Garden City, and Promethium, her mad-scientist archnemesis. Things start out with an effective in medias res superhero operation, as Lightbearer flies to the rescue of a kidnapped ballet troupe. And at the end of the grabby, kinetic introductory fight, she manages to beat Promethium and get her in handcuffs.
So far so normal, except that a few curveballs get thrown (these are signposted pretty clearly in the blurb, so I’m not marking them as spoilers): Promethium has an anxiety attack at the prospect of being subjected to the death penalty, and then Lightbearer releases her on condition that Promethium throws all her fights moving forward. The meat of the game consists of the two characters meeting up to plan out how they’ll pretend to clash, while choreographing the results so no one get hurts; meanwhile, you have the option to have them slowly open up to each other (in choices clearly marked with a TRUST TIME graphic sting).
These deviations from genre expectations work to arouse interest, but I think they also feel underexplained in a way that took me out of the story. In general, the worldbuilding is vague, in favor of emphasizing the characters. That’s a fine choice, but some of the questions the game raises but doesn’t clearly resolve – do villains routinely get executed? How exactly does Lightbearer’s superhero job work? – are pretty integral to making sense of the characters’ motivations and decision-making. Some small spoilers: (Spoiler - click to show)Promethium’s fear of death seems like it’s tied to an anxiety disorder, but not knowing that makes the introduction of that note jarring, and I wondered whether this was going to be more of a dystopian take on supers. Similarly, Promethium’s accusation that the Hero Agency is all about money goes unanswered, and it’s unclear how realistic Lightbearer is when she worries that if she succeeds in beating her nemesis, her employers will heartlessly transfer her away without giving her two months to let her daughter graduate from high school! Most problematically, Promethium’s big speech about how villains are people trying to change the world and make it a better place completely fails to connect her ostensible social-justice goals to her actual actions of poisoning ballet dancers. As a result of the occasionally sketchy worldbuilding, there were times when the characters’ thought processes or decision-making didn’t really come together.
The pacing also slows down quite a lot in this main section of the game. The structure never really changes – you get brief interludes of the two protagonists living their lives, their biweekly coffee-shop meetings, and then their planned-out fights, a sequence that’s repeated five or six times. There’s not much of a sense of escalation, or any real narrative avenues besides the central question of whether or not they’re growing to trust each other (I opted for all the trust options – I was rooting for the two of them, they seemed nice! – so maybe this is different if you intentionally seed more dissent). And the prose can get a little stodgy at times, with repeated exposition (Lightbearer says some version of “so, you’re graduating from high school in two months!” to her daughter like three or four times) and a lack of real, lived-in detail to fully flesh out the characters’ lives (as a minor example, at one point the protagonists talk about TV shows they like – this could have been an opportunity to flesh out what art resonates with each character and how that relates to their personalities, but they basically just say “I like Adventure Time”/”I think the Big Bang Theory is good”).
On the flip side, some of the conversations between Promethium and Lightbearer do go to interesting places. Promethium is dealing with some mental-health trauma, (Spoiler - click to show)partially stemming from a cleverly-realized side-effect of how her powers first manifested. Lightbearer, even more atypically, is a somewhat older character, dealing with incipient empty-nest syndrome (Spoiler - click to show)and the onset of menopause. It’s nice to see topics like this drawn out, and I was invested in seeing how the two of them, both very alone in their own ways, could become friends. As a result, all the superhero business often felt like a low-stakes distraction, and as I played I was eager to get back to their civilian-world meetings, because that’s where the heart of the thing really lies. So what’s good here is good, and while the full impact is held back by some pacing issues and fuzzy worldbuilding that compromises the generally-strong character work, and I’m still glad I got a chance to play it.
This is something new: an IF/roguelite-deckbuilder mashup. In the very unlikely event that that word salad failed to effectively communicate what’s going on here, the author has cleverly hybridized a Slay the Spire/Dream Quest sort of card game – where you crawl through a dungeon fighting monsters using a deck of cards that represent your attacks, defenses, and special moves, while occasionally adding to, upgrading, or deleting cards from your deck – with a more traditional, choice-based IF structure as part of the interstitial tissue between fights as well as a framing story (well, actually two if you get right down to it). (For sub-genre fans: the ability to see what the enemies are going to do, as well as the need to balance attack and defense, puts this closest to Slay the Spire).
The framing story is actually one of the highlights – there’s an option to skip past all the story to focus on the more game-y bits, but that would be a shame. The top-level frame story is sweet, and there are some good jokes (my favorite: (Spoiler - click to show)when the player character is trying to get into the game convention and is asked for his qualifications, he can bellow out “There is none more qualified!”, which just makes me giggle). There are also lots of choices embedded in the different non-combat encounters the player character runs into. Much of the time these mirror the options that would be presented in a menu in a more typical deck-builder, but it also opens up opportunities for new types of gameplay that I haven’t seen before in this sub-genre, like an extended maze sequence or the chance for some more robust interaction with NPCs.
When it comes to the card game itself, my main takeaways are that it’s big, hard, and unfortunately still a big buggy. Big is easy – there are three different classes to play with distinct decks, three different (large) dungeons to work through, dozens of encounters and artifacts to discover… there’s a lot here, and I know I only saw a portion in my two hours with the game.
Partially, though, that’s because I didn’t wind up getting as far with Tragic as I’d hoped, getting stuck midway through the second dungeon with two different characters. Reader, this one’s tough! And while I am not exactly the Hard Man of American Deckbuilders, this is a sub-genre where I’m fairly well-versed – I’ve slain the spire several times now, got all but a handful of the achievements in Dream Quest, tore through Monster Slayer like a comet punching through atmosphere (that one’s easy)… I’m guessing I’ve put several hundred more hours into these kinds of games than most Comp players, so if I’m crying uncle, I think the difficulty here doesn’t feel well judged for the contest. There are training wheels – copious autosaves and a slowly-increasing health bar every time you die and respawn – but those don’t so much reduce the difficulty as offer the hope that by punching your face repeatedly against a brick wall, your blood might slowly erode it. I can’t even imagine what the harder modes are like!
Upon reading the included strategy guide, partially this may be down to choosing the berserker class first go round – I’m used to that being the easiest archetype to at least see the late-game, even if they’re overtaken in power by fiddlier classes later on, but here it’s apparently the most challenging? Still, when I started over as a mage, even with an “easier” class and a better understanding of the mechanics I didn’t fare much better. I won’t go into a full disquisition on why I think the balance is a bit too unforgiving, but will mention that I think randomness plays probably too big of a role, unlike most other deckbuilders which tend to be a bit more deterministic. There are enemies that summon other enemies in potentially never-ending waves, but rather than reinforcements coming in on a timer, sometimes this appears to happen at least somewhat at random. Opportunities to upgrade your deck – or even more importantly, delete or upgrade old cards – feel less reliable than in comparable games. And some of the more IF-y encounters are far harder than others: there’s a maze, for example, that I never managed to get out of despite having probably three combats, in a dungeon that otherwise I think should have around six to eight before the boss.
Finally, there are still some bugs to be worked out (I understand some have in fact been fixed in mid-Comp updates). While the overall interface is quite nice and smoothly transitions between fights and exploration, there’s some occasional wonkiness and I ran into a few game-breakers. When wandering around the aforementioned maze, I’d often see messages like “there in the middle of the cavern floor lays a {0}{1}” (these were actually Fiery Boots), and there were occasional typos and places where different pieces of text were smashed together without a space in between, I think from some errors in the randomization code. Worse, I ran into three or four different game-ending bugs, two of which I could recover from using autosaves, but one of which I couldn’t: once after dying, I wasn’t able to click on any of the respawn/restart options being presented; another time after I won a hard encounter against dragon whelps, I selected a choice that didn’t lead to any further options; once after restarting to try again with a new class, when I got to the tutorial fight the combat interface didn’t come up; and then the biggest crash was where loading the autosave post-defeat (on the second boss) put me in the middle of the combat, with elements of the interface blacked out.
I liked the story a lot and was eager to see where it went, plus the ideas here are really fun, so I’m very much hoping that there’s a post-comp release to smooth out some bugs, re-tune the difficulty curve, and maybe add some quality of life options (allowing the player to skip the tutorial but not miss out on the rest of the story would be really nice!), since I’d love to see this one through to the end.
MUCH LATER UPDATE: So I went back and played some more, including winning as a mage (ending up at about 180 health) and then having a pretty good run as a rogue before getting brutally smacked down by the Chapter 2 boss. Updates since I first played have smoothed out some of the bugs I noted, so the experience is a bit cleaner now too. I don’t think my take on the game has shifted that much from the additional time, though I will note that I found Chapter 3 substantially easier than 2 with my mage, and I suspect I would have felt the same way if I’d gotten there with my rogue character. There are some cards that are very powerful and lead to some fun synergies with upgraded equipment, which meant I was able to keep up with the escalating difficulty in Chapter 3. But even with what felt like it should have been a viable build, I felt like progress past the mini-bosses and boss in Chapter 2 generally required getting lucky with one of the “get a random attack or effect” cards to obtain something more powerful than I was able to find through ordinary gameplay, and/or getting a particular right card at the right moment a couple times in a row (like a parry that cancels an attack right before you’re about be targeted for a single big strike). I did enjoy getting to see the ending of the game, which wound up going in an unexpectedly serious direction, and having some effective call-backs to some dialogue choices I’d made earlier. I’m interested to see some different variations, but not sure I have the gumption to tackle that widowmaker of a Hydra again, sadly…